;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Original Extended Game
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government of the same name.
^Allows settlers to build Fortresses.
^Allows settlers to build Airbases.
^Allows settlers to build Railroads.
^Allows settlers to improve Farmland.
^Increases the effect of Temples.
^Increases the effect of Colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free advance for the first to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units that move 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Where you make the rules.
The capital of our empire.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. 
Ground units can be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Increases ration output.
Only half of city's food store 
is depleted when city increases in size.

@;Temple
@PEDIAIMPROVE4
Provides assistance to garrison troops.
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Grocery and general stores.
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
A state-run school for the people.
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Keeps an eye on your nation's borders.
Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Obstacles designed to stop tanks.
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Connects the city to the rail system.
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Screens weekly propaganda movies to the people.
Makes four unhappy citizens content (Three after Communism).

@;University
@PEDIAIMPROVE12
Top college for our brightest and best.
Increases science output by an additional
50% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
RR hub for moving civilian and military stock.
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
State-run relaxation and sport facility.
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Prioritised for war production.
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Mass production of munitions is carried out here.
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Flak and cannon network for intense AA defence. 
Protects everything within three spaces of
the city from air attack.

@;Recycling Center
@PEDIAIMPROVE18
Paper can replace more valuable resources.
Decreases the waste in industry.

@;Power Plant
@PEDIAIMPROVE19
Provides machine parts and goods.
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
A large oil and petroleum complex.
Increases factory output by 50%.  

@;Nuclear Plant
@PEDIAIMPROVE21
Provides power and bomb research data.
Increases factory output by 50%.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Marketplace and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Inner city slums are replaced with new housing schemes.
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
New roadways are built between our cities.
All squares in the city's radius with roads
(or railroads) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Our research and development facilities.
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Static AA defences.
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Heavy guns guard the coastal areas.
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Prioritises our fuel for military use only!
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
Maintains a fleet of fishing vessels.
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Enables improved ship building.
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
A base for our tactical and civilian planes.
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Our security forces are staioned here.
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City trains veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;Starport
@PEDIAIMPROVE35
Each city with a Starport can launch one unit per
turn to any friendly city--on any world--as long
as the receiving city also has a Starport.

@;SS Structural
@PEDIAIMPROVE36

@;SS Component
@PEDIAIMPROVE37

@;SS Module
@PEDIAIMPROVE38

@;Capitalization
@PEDIAIMPROVE39
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE40
The Ukraine region of the Soviet Union is the major 
producer of wheat for the whole country.  
Bonus food rations for the owner!

@;Hanging Gardens
@PEDIAIMPROVE41
The palace of the US President.
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE42
Gains you the upper hand in world economics.
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
Gaining control of the Mediterranean Airspace,
makes combat conditions safer for naval units to operate.
All types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE44
A great monument of France's history.

@;Oracle
@PEDIAIMPROVE45
A symbol of the German and Italian alliance.
Creates greater trade within the Axis.

@;Great Wall
@PEDIAIMPROVE46
The Allied nation's capital and senate.
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
anarchy.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
Hitler's henchman.
SS reign of fear inspires the German military to new levels!
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE48
Huge factory metro-plex increases war production!
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
Huge aircraft plant owned by Heinkel GmbH.
Producing suberb planes for the Luftwaffe.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Josef Stalin's chief henchman.
The Soviet people are inspired by his heroic 
speeches to the masses!

@;Copernicus' Observatory
@PEDIAIMPROVE51
An advanced facility for weapon and theory testing.
Doubles science output of city.

@;Magellan's Expedition
@PEDIAIMPROVE52
Gaining control of the Baltic Sea,
gives a huge morale boost to the naval forces.
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
The Prime minister of Great Britain. 
He will never surrender!
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
The vast complex of factories and manufacturing areas 
in Stalingrad. A great source of pride for the Russians.
Decreases unhappy citizens by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE56
Scientists work to unravel the secrets of the Atom.
Increases science output of improvements in the city by 50%.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
A vast amount of oil is produced by this complex.
Creates large revenues to ease economic pressures.
Pays the maintenance for all city improvements which ordinarily cost 1 gold per turn.  
City improvements requiring more than 1 gold per turn maintenance are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE58
The all-out research effort to develop war-winning 
aerial combat tactics and deadly new weapons.
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE59
A large statue in the harbour of New York City.

@;The Eiffel Tower
@PEDIAIMPROVE60
The famed Iron structure in Paris.
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Women's Suffrage
@PEDIAIMPROVE61
Japan's Emperor, Hirohito.
Loyalty to the Emperor and the samurai warrior code
increase the Japanese people's morale to fanatical levels.

@;Hoover Dam
@PEDIAIMPROVE62
Provides Hydro power to every city on every continent.

@;Manhattan Project
@PEDIAIMPROVE63
The research needed to develop the Atom Bomb!
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE64
The London-based command centre of the Royal Air Force top brass.
Much valuable diplomatic data can be found in Westminster's files.

@;Apollo Program
@PEDIAIMPROVE65
A research effort to perfect super-high speed flight.

@;SETI Program
@PEDIAIMPROVE66
A dedicated facility for all your nation's top weapons scientists.
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE67
Hail to the Chief! The Leader of the USA.
One extra happy citizen in each US city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat TWO food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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